| protected bool _adjustunits = true;␍␊ |
| protected bool _relativetocamera = true;␍␊ |
| ␍␊ |
| protected float _rotation;␍␊ |
| ␍␊ |
| public float Rotation␍␊ |
| {␍␊ |
| get { return _rotation; }␍␊ |
| set { _rotation = value; }␍␊ |
| }␍␊ |
| ␍␊ |
| public bool AdjustUnits //if value changed - change position depending on adjusting the units␍␊ |
| {␍␊ |
| get { return _adjustunits; }␍␊ |
|
| else␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Begin();␍␊ |
| if (_adjustunits)␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Draw(Texture, ConvertUnits.ToDisplayUnits(Position), null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);␍␊ |
| else␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, 0, Origin, _scale, SpriteEffects.None, 0);␍␊ |
| gameScreen.ScreenManager.SpriteBatch.Draw(Texture, Position, null, Color.White, _rotation, Origin, _scale, SpriteEffects.None, 0);␍␊ |
| gameScreen.ScreenManager.SpriteBatch.End();␍␊ |
| }␍␊ |
| ␍␊ |